void detail::getStringTableMapping(GEO_AttributeHandle &srcAttrH, GEO_AttributeHandle &destAttrH, detail::stringTableMapping& o_stm) { o_stm.clear(); const GB_Attribute* srcAttr = srcAttrH.getAttribute(); GB_Attribute* destAttr = destAttrH.getAttribute(); if( srcAttr->getType() == GB_ATTRIB_INDEX && destAttr->getType() == GB_ATTRIB_INDEX) { for( int i=0; i<srcAttr->getIndexSize(); ++i) { int destIndex = destAttr->addIndex(srcAttr->getIndex(i)); o_stm.insert(stringTableMapping::value_type(i, destIndex)); } } }
Geo2Emp::ErrorCode Geo2Emp::saveParticleShape(Nb::Body*& pParticleBody) { if (!_gdp) { //If we don't have a GDP for writing data into Houdini, return error. return EC_NULL_READ_GDP; } LogInfo() << " ************** Saving Particle Shape ************** " << std::endl; pParticleBody = Nb::Factory::createBody("Particle", _bodyName); //get the mutable shapes for the mesh body. Nb::ParticleShape& particleShape( pParticleBody->mutableParticleShape() ); Nb::TileLayout& layout( pParticleBody->mutableLayout() ); layout.worldBoxRefine( em::vec3f(0,0,0), em::vec3f(1,1,1),1,false); //Maps houdini attributes to some cached data GEO_AttributeHandleList attribList; GEO_AttributeHandle* pAttr; const GEO_PointList& ptlist = _gdp->points(); int numpoints = ptlist.entries(); GB_Attribute* pBaseAttr; std::map<int, AttributeInfo> attrLut; AttributeInfo* pAttrInfo; int attrSize; int numAttribs; const GEO_PointAttribDict *pPtAttrDict; attribList.bindDetail(_gdp); //Add all the GDP point attributes to the attribute list attribList.appendAllAttributes( GEO_POINT_DICT ); numAttribs = attribList.entries(); LogVerbose() << "Number of hou attributes: " << attribList.entries() << " empty:" << attribList.isEmpty() << std::endl; for (int i = 0; i < numAttribs; i++) { pAttr = attribList[i]; pAttrInfo = &( attrLut[i] ); pAttrInfo->entries = pAttr->entries(); LogDebug() << "pAttr: " << pAttr << " - " << std::endl; LogDebug() << "Attribute #" << i << " - " << pAttr->getName() << " [size] " << attrSize << std::endl; //Note: if attribute overrides need to be done, this is probably the place. //The attribute creation code *might* need to be moved to another function...or at least some of it //so that it may be shared by other conversion code if ( pAttr->isP() ) { //If we have position, then set up the type manually LogDebug() << "We have a position attribute. Set attributes manually." << std::endl; pAttrInfo->entries = 3; pAttrInfo->type = GB_ATTRIB_VECTOR; } else { //Retrieve attribute info through the standard channels... LogDebug() << "Retrieving attribute data using the Point Dictionary." << std::endl; //Now that we now which attribute we want, find it using the GU_Detail object. //TODO: Is there some beter way of doing this??? pPtAttrDict = dynamic_cast< const GEO_PointAttribDict* >( _gdp->getAttributeDict( GEO_POINT_DICT ) ); pBaseAttr = _gdp->getAttributeDict( GEO_POINT_DICT )->find( pAttr->getName() ); pAttrInfo->type = pBaseAttr->getType(); } LogDebug() << "Switching on attribute type." << std::endl; } //This preprocessor defition was placed here simply because it is only applicable to this code section //and will fail to work anywhere else. Not to be classified under "best coding practices". #define PROCESSCHANNEL_PARTICLE(type1, type2, defaults) \ { \ particleShape.guaranteeChannel ## type1 (empAttrName); \ pAttrInfo->empIndex = particleShape.channelIndex( empAttrName ); \ em::block3_array ## type1 &vectorBlocks( particleShape.mutableBlocks ## type1 ( empAttrName ) ); \ em::block3 ## type2 &vectorData( vectorBlocks(0) ); \ vectorData.reserve( _gdp->points().entries() ); \ pAttrInfo->supported = true; \ } //Iterate over the BGEO attributes and create corresponding channels in the EMP body //Also, store the channel index for direct lookups when transferring data. for (int i = 0; i < numAttribs; i++) { //Mangle the geo attribute name right now pAttr = attribList[i]; std::string empAttrName; if ( _geoAttribMangle.find( pAttr->getName() ) != _geoAttribMangle.end() ) empAttrName = _geoAttribMangle[ pAttr->getName() ]; else empAttrName = pAttr->getName(); LogDebug() << "Mangling name: " << pAttr->getName() << " ==> " << empAttrName << std::endl; pAttrInfo = &( attrLut[i] ); pAttrInfo->supported = false; pAttrInfo->flipvector = true; //By default, flip vectors if ( std::string(pAttr->getName()).compare("P") == 0 ) { pAttrInfo->flipvector = false; } pAttrInfo->empIndex = -1; switch ( pAttrInfo->type ) { case GB_ATTRIB_FLOAT: LogDebug() << "Float " << pAttrInfo->entries << std::endl; switch ( pAttrInfo->entries ) { case 1: PROCESSCHANNEL_PARTICLE( 1f, f, 0.0f ); break; case 3: PROCESSCHANNEL_PARTICLE( 3f, vec3f, em::vec3f(0.0f) ); break; } break; case GB_ATTRIB_INT: LogDebug() << "Int " << pAttrInfo->entries << std::endl; switch ( pAttrInfo->entries ) { case 1: PROCESSCHANNEL_PARTICLE( 1i, i, 0 ); break; case 3: PROCESSCHANNEL_PARTICLE( 3i, vec3i, em::vec3i(0.0f) ); break; } break; case GB_ATTRIB_VECTOR: { LogDebug() << "Vector (Vector3)" << std::endl; if ( empAttrName.compare("position") == 0) { //If this is position, then set the tile layout layout.pointRefine( particleShape.mutableBlocks3f("position") ); particleShape.sync( layout ); } PROCESSCHANNEL_PARTICLE( 3f, vec3f, em::vec3f(0.0f) ); break; } case GB_ATTRIB_MIXED: case GB_ATTRIB_INDEX: default: //Unsupported attribute, so give it a skip. LogDebug() << "Unsupported attribute type for blind copy [" << pAttrInfo->type << "]" << std::endl; continue; break; } if ( pAttrInfo->supported ) LogDebug() << "Supported Blind Copy! Channel: [" << empAttrName << "] Index: " << pAttrInfo->empIndex << std::endl; else { LogDebug() << "Unsupported Blind Copy! Channel: [" << empAttrName << "]" << std::endl; continue; } } //for numAttribs //Loop over the points and transfer attributes for (int i = 0; i < numpoints; i++) { transferParticlePointAttribs( numAttribs, attribList, attrLut, particleShape, ptlist[i] ); } pParticleBody->update(); return EC_SUCCESS; //Ng::TileLayout& layout( pParticleBody->mutableLayout() ); // PLEASE NOTE: this should really be a box close to a particle, instead of (0,0,0)...(1,1,1) but I was in a hurry! // so this will make some "dummy" tiles... layout.worldBoxRefine( em::vec3f(0,0,0), em::vec3f(1,1,1),1,false); particleShape.sync( layout ); //For the sake of simplicity, copy ALL the points in the GDP across. //It will be much slower if we have to filter out all the non-mesh vertices and then remap the vertices to new point numbers. UT_Vector3 pos, v3; GEO_AttributeHandle attr_v, attr_N; //The position attribute needs special/explicit treatment //Get the position buffer from the particleShape em::block3_array3f& vectorBlocks( particleShape.mutableBlocks3f("position") ); em::block3vec3f& vectorData( vectorBlocks(0) ); //Make sure we have enough space in the position attribute vectorData.reserve( _gdp->points().entries() ); for (int i = 0; i < numpoints; i++) { //Set the point position pos = _gdp->points()[i]->getPos(); vectorData.push_back( em::vec3f( pos[0], pos[1], pos[2] ) ); } pParticleBody->update(); LogInfo() << " ************** Done with Particle Shape ************** " << std::endl; return EC_SUCCESS; }
Geo2Emp::ErrorCode Geo2Emp::saveMeshShape(std::list<Nb::Body*>& meshBodyList) { const GEO_Primitive* pprim; const GEO_Point* ppt; GEO_AttributeHandleList attribList; GEO_AttributeHandle* pAttr; GB_Attribute* pBaseAttr; UT_Vector3 pos; Nb::Body* pMeshBody; std::string bodyName, attrname; int ptnum, totalpoints; int numAttribs; //Maps houdini attributes to some cached data std::map<int, AttributeInfo> attrLut; AttributeInfo* pAttrInfo; int attrSize; const GEO_PointAttribDict *pPtAttrDict; if (!_gdp) { //If we don't have a GDP for writing data into Houdini, return error. return EC_NULL_READ_GDP; } LogInfo() << " ************** Saving Mesh Shape ************** " << std::endl; attribList.bindDetail(_gdp); //Add all the GDP point attributes to the attribute list attribList.appendAllAttributes( GEO_POINT_DICT ); numAttribs = attribList.entries(); LogVerbose() << "Number of attributes: " << attribList.entries() << " empty:" << attribList.isEmpty() << std::endl; for (int i = 0; i < numAttribs; i++) { pAttr = attribList[i]; pAttrInfo = &( attrLut[i] ); pAttrInfo->entries = pAttr->entries(); LogDebug() << "pAttr: " << pAttr << " - " << std::endl; LogDebug() << "Attribute #" << i << " - " << pAttr->getName() << " - " << attrSize << std::endl; //Note: if attribute overrides need to be done, this is probably the place. //The attribute creation code *might* need to be moved to another function...or at least some of it //so that it may be shared by other conversion code if ( pAttr->isP() ) { //If we have position, then set up the type manually LogDebug() << "We have a position attribute. Set attributes manually." << std::endl; pAttrInfo->entries = 3; pAttrInfo->type = GB_ATTRIB_VECTOR; } else { //Retrieve attribute info through the standard channels... LogDebug() << "Retrieving attribute data using the Point Dictionary." << std::endl; //Now that we now which attribute we want, find it using the GU_Detail object. //TODO: Is there some beter way of doing this??? pPtAttrDict = dynamic_cast< const GEO_PointAttribDict* >( _gdp->getAttributeDict( GEO_POINT_DICT ) ); pBaseAttr = _gdp->getAttributeDict( GEO_POINT_DICT )->find( pAttr->getName() ); pAttrInfo->type = pBaseAttr->getType(); } LogDebug() << "Switching on attribute type." << std::endl; } //Build a map to separate bodies using their name attributes StringToPrimPolyListMap namesMap; StringToPrimPolyListMap::iterator nameIt; PrimPolyList::iterator polyIt; //Build a vector to remap point numbers. std::vector<int> remappedPtNum; buildTriPrimNamesMap( namesMap ); //Iterate over the names in the map for (nameIt = namesMap.begin(); nameIt != namesMap.end(); nameIt++) { LogInfo() << "Processing Name: " << nameIt->first << std::endl; bodyName = nameIt->first; //List of polygons for this body PrimPolyList &polyList = nameIt->second; //Clear the remapped point numbers for this body remappedPtNum.clear(); //remappedPtNum.resize( _gdp->primitives().entries()*3, -1 ); remappedPtNum.resize( _gdp->points().entries(), -1 ); //Create a Naiad mesh body pMeshBody = Nb::Factory::createBody("Mesh", bodyName); meshBodyList.push_back( pMeshBody ); //get the mutable shapes for the mesh body. Nb::TriangleShape& triShape( pMeshBody->mutableTriangleShape() ); Nb::PointShape& ptShape( pMeshBody->mutablePointShape() ); Nb::Buffer3f& pPosBuf( ptShape.mutableBuffer3f("position") ); pPosBuf.reserve( polyList.size() * 3 ); //Each primitive is treated as a triangle //This preprocessor defition was placed here simply because it is only applicable to this code section //and will fail to work anywhere else. Not to be classified under "best coding practices". #define PROCESSCHANNEL(type, defaults) \ { \ if ( !ptShape.hasChannels ## type (empAttrName) ) \ { \ ptShape.createChannel ## type ( empAttrName, (defaults) ); \ } \ pAttrInfo->empIndex = ptShape.channelIndex( empAttrName ); \ ptShape.mutableBuffer ## type ( empAttrName ).reserve ( polyList.size() * 3 ); \ pAttrInfo->supported = true; \ } //Iterate over the BGEO attributes and create corresponding channels in the EMP //Also, store the channel index for direct lookups when transferring data. for (int i = 0; i < numAttribs; i++) { //Mangle the geo attribute name right now pAttr = attribList[i]; std::string empAttrName; if ( _geoAttribMangle.find( pAttr->getName() ) != _geoAttribMangle.end() ) empAttrName = _geoAttribMangle[ pAttr->getName() ]; else empAttrName = pAttr->getName(); LogDebug() << "Mangling name: " << pAttr->getName() << " ==> " << empAttrName << std::endl; pAttrInfo = &( attrLut[i] ); pAttrInfo->supported = false; pAttrInfo->flipvector = true; //By default, flip vectors if ( std::string(pAttr->getName()).compare("P") == 0 ) pAttrInfo->flipvector = false; pAttrInfo->empIndex = -1; switch ( pAttrInfo->type ) { case GB_ATTRIB_FLOAT: LogDebug() << "Float " << pAttrInfo->entries << std::endl; switch ( pAttrInfo->entries ) { case 1: PROCESSCHANNEL( 1f, 0.0f ); break; case 3: PROCESSCHANNEL( 3f, em::vec3f(0.0f) ); break; } break; case GB_ATTRIB_INT: LogDebug() << "Int " << pAttrInfo->entries << std::endl; break; case GB_ATTRIB_VECTOR: { LogDebug() << "Vector (Vector3)" << std::endl; PROCESSCHANNEL( 3f, em::vec3f(0.0f) ); break; } case GB_ATTRIB_MIXED: case GB_ATTRIB_INDEX: default: //Unsupported attribute, so give it a skip. LogDebug() << "Unsupported attribute type for blind copy [" << pAttrInfo->type << "]" << std::endl; continue; break; } if ( pAttrInfo->supported ) LogDebug() << "Supported Blind Copy! Channel: [" << empAttrName << "] Index: " << pAttrInfo->empIndex << std::endl; else { LogDebug() << "Unsupported Blind Copy! Channel: [" << empAttrName << "]" << std::endl; continue; } } //for numAttribs //Now its time to set the index channel to form faces Nb::Buffer3i& indexBuffer = triShape.mutableBuffer3i("index"); indexBuffer.reserve( polyList.size() ); em::vec3i triVec(0,0,0); //Triangle description for the index buffer totalpoints = 0; LogDebug() << "Starting poly iteration... " << std::endl; //Iterate over all the primitives in this list and remap their point numbers for ( polyIt = polyList.begin(); polyIt != polyList.end(); polyIt++ ) { pprim = *polyIt; if ( pprim->getVertexCount() >= 3 ) { //only extract the first three vertices from the primitive for (int i = 0; i < 3; i++) { //First iterate the points and make sure they have remapped point numbers //NOTE: Houdini & Naiad triangle windings differ. ppt = pprim->getVertex(2-i).getPt(); ptnum = ppt->getNum(); if (remappedPtNum.at( ptnum ) == -1) { //We have an unmapped point for this body //Push the applicable point attributes into each channel transferMeshPointAttribs(numAttribs, attribList, attrLut, ptShape, ppt); //Push the point into the position buffer //pos = ppt->getPos(); //pPosBuf.push_back( em::vec3f( pos[0], pos[1], pos[2]) ); //Record the position at which this point is stored remappedPtNum[ ptnum ] = totalpoints; totalpoints++; } //At this point the current vertex has been remapped at some stage. //Write the remapped index in the triVec triVec[i] = remappedPtNum[ ptnum ]; //Perform a blind copy of all the attributes. } //Push the remapped indices into the body's index buffer. indexBuffer.push_back( triVec ); } else { //Not interested! LogVerbose() << "Warning! Primitive with less than 3 vertices found on body: " << bodyName << " (Vertex count: " << pprim->getVertexCount() << ")" << std::endl; continue; } } } LogInfo() << " ************** Done with Mesh Shape ************** " << std::endl; return EC_SUCCESS; }